Arathoxian: - 1 extra feat at 1st level. - 4 extra skill points at 1st level and 1 extra skill point at each additional level. - Arathoxians count as humans for spells and effects that consider race. - Automatic Languages: Common, Arathoxian. Bonus Languages: Any. - Favored Class: Any. Common Rorisian: - +16 Strength, -2 Dexterity, +6 Constitution - Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of medium characters. - Space/Reach: 10 feet/10 feet - A Rorisian's base land speed is 40 feet. - Inner Energy (Ex): Rorisians have acid, cold, electricity, or fire resistance 10, chosen at character creation. This resistance increases by 10 at 20 HD and every 10 HD thereafter. - Energy Bolt (Su): Rorisians are capable of manipulating their bodies' innate energy into bursts of power, which they may direct at targets of their choosing. Energy bolts require a ranged touch attack to hit and deal 1d8 damage, plus an extra 1d8 damage from each 3 HD the Rorisian possesses. This damage is of the same type as the Rorisian's Inner Energy ability. - Willed Flight (Su): Rorisians of over 12 HD can fly at a speed of 40 feet (average maneuverability). A Rorisian with flight can use the run action while flying, provided he flies in a straight line. - Racial Hit Dice: A Rorisian begins with four levels of giant, which provide 4d8 hit dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. - Racial Skills: A Rorisian's giant levels give it skill points equal to 8 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot. - Racial Feats: A Rorisian's giant levels give it two feats. - Weapon and Armor Proficiency: A Rorisian is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields. - +5 natural armor bonus. - Automatic Languages: Common, Rorisian. Bonus Languages: Any. - Favored Class: Fighter. - Level Adjustment +4. Perfect Lich: - Size and Type: Unchanged from base. - Hit Dice: Increase all current and future Hit Dice to d12s. - Armor Class: A perfect lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better. - Attack: Unchanged from base. - Full Attack: Unchanged from base. - Damage: Unchanged from base. - Special Attacks: Unchanged from base. - Special Qualities: A perfect lich retains all the base creature's special qualities and gains those described below: - Damage Reduction (Su): A perfect lich's body is reinforced by magic, giving the creature damage reduction 15/magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. - Immunities (Ex): Perfect liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. - Energy Balance (Ex): Perfect liches are treated as their choice of undead or not undead for any spell or effect. - Immortality (Ex): Perfect liches have their appearance frozen in time at the age when they became perfect liches. They still accrue bonuses from aging, but penalties are ignored, and they do not die when their time is up. - Abilities: Int +2, Wis +2, Cha +2. - Skills: Perfect liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. - Challenge Rating: Same as the base creature +2. - Alignment: Any evil. - Advancement: By character class. - Level Adjustment: Same as the base creature +4. Half-Angel: - Size and Type: The creature's type changes to outsider. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged. Half-angels are normally native outsiders. - Speed: A half-angel with its wings active can fly at twice the base creature's land speed (good maneuverability). If the base creature has a fly speed, use that instead. - Armor Class: Natural armor improves by +1. - Special Attacks: A half-angel retains all the special attacks of the base creature and also gains the following special abilities, which it may only use while its wings are active: - Daylight (Su): Half-angels can use a Daylight effect (as the spell) at will. - Smite Evil (Su): Once per day, a half-angel can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. - Spell-Like Abilities: A half-angel with an Intelligence or Wisdom of 8 or higher has two or more spell-like abilities which it may use while its wings are active, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. HD Abilities 1-2 Protection from Evil 3/day, Bless 3-4 Aid, Detect Evil 5-6 Cure Serious Wounds, Neutralize Poison 7-8 Holy Smite, Remove Disease 9-10 Dispel Evil 11-12 Holy Word 13-14 Holy Aura 3/day, Heal 15-16 Mass Charm Monster 17-18 Mass Heal 19-20 Resurrection - Special Qualities: A half-angel has all the special qualities of the base creature, plus the following special qualities. - Darkvision out to 60 feet. - Immunity to disease. - Resistance to acid 5, cold 5, and electricity 5. These resistances increase to 10 each if the half-angel's wings are active. - Damage reduction 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more). This ability is only active if the half-angel's wings are active. - A half-angel's natural weapons are treated as magic and good for the purpose of overcoming damage reduction. This ability is only active if the half-angel's wings are active. - Spell resistance equal to creature's HD + 10 (maximum 35). This ability is only active if the half-angel's wings are active. - +4 racial bonus on Fortitude saves against poison. - Wings (Su): A half-angel's wings are typically not visible on the Prime Material Plane. If he chooses to make them visible, he takes 2d8 damage as they rip violently out of his back, followed by 1 Constitution damage for every round he keeps them visible. This damage is decreased to 1d8, with no Constitution damage, while on one of the Upper Planes. While a half-angel's wings are visible, his abilities which require his wings become available, and he gains additional mods to his statistics as follows: Str +4, Dex +2, Cha +4. - Abilities: Int +2, Wis +4, Cha +4. - Skills: A half-angel gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation - the half-angel gains outsider skill points only for its racial Hit Dice and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills and other skills as cross-class. - Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3. - Alignment: Always good (any). - Level Adjustment: Same as base creature +2. Legendary Shifter: - -2 Constitution - Light Blindness: Abrupt exposure to bright light (such as sunlight or a Daylight spell) blinds legendary shifters for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. - Shapeshifting (Su): This needs some sort of work. Like, a lot. - Favored Class: Any - Level Adjustment: Same as base creature +?.